










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
| Addons | Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Convenient Digging 1.5.5 Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Hedgeknight |
| Level / Exp | 15 / 42% |
| Size | big |
| Lifes / Deaths | Killed by slimy ooze at level 10 on the 5th Wealth 122nd year of Ascendancy at 12:43 3 / 3Killed by Kelad, the One Who Stole Poosh at level 15 on the 21st Loss 122nd year of Ascendancy at 02:14 Killed by Lisemina the ghoul at level 15 on the 11st Shortage 122nd year of Ascendancy at 01:11 |
Primary Stats
| Strength | 54 (base 26) |
| Dexterity | 8 (base 10) |
| Constitution | 46 (base 23) |
| Magic | 9 (base 10) |
| Willpower | 43 (base 34) |
| Cunning | 19 (base 11) |
Resources
| Life | -66/501 |
| Stamina | 272/272 |
| Equilibrium | 40 |
| Healing Factor | 1.3567804250994 |
| Regeneration | 21.083165331567 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 16 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 96 |
| Accuracy | 40 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +17% |
| All | +2% |
Defense: Base
| Armour (hardiness) | 52.079969609608 (81.151787968034%) |
| Defense | 25 |
| Ranged Defense | 28 |
| Fatigue | 19 |
| Physical Save | 42 |
| Spell Save | 32 |
| Mental Save | 39 |
Defense: Resistances
| Physical | 6%( 70%) |
| Cold | 16%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cunning / Poisons | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Petals | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Thorns | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Moss | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Bush-guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Thorn Body |
| talent | Apply Poison |
| talent | Bushy Beard |
| talent | Wild Growth |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 3.42 nature damage per turn. Poison |
| beneficial effect | Great knowledge from The Petals, increasing Accuracy by 3 and Defense by 6. Petal Rain |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Heart of the Gloom. Escort: lost anorithil (level 1 of Heart of the Gloom)As a reward you improved Cunning by +2. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed green worm. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.& | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. traveler&LASTtraveler& Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: -2% (-) Maximum encumbrance: +23 (-) Physical save: +5 (+1 eff.) (-) Stamina each turn: +0.50 (-) Maximum stamina: +13.00 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | [vs. survivor&LASTsurvivor& Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) (-) Mental save: +6 (+3 eff.) (-) Light radius: +2 (-) See stealth: +6 (-) See invisible: +5 (-) Healing mod.: +10% (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTWHITELASTWHITELASTLIGHT_GREENLASTLASTLIGHT_GREENLASTLASTLIGHT_GREENLASTLASTANTIQUE_WHITE |
| Tool | [vs. Imp Claw (Tool)]Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 (-) See stealth: +10 (-) It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 63.12 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp& |
| On fingers | [vs. savior&LASTsavior& Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+2 eff.) (-) Spell save: +7 (+4 eff.) (-) Mental save: +6 (+3 eff.) (-) Silence immunity: +20% (-) Mana each turn: +0.10 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. savior&LASTNightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +13 (+5 eff.) (+7 (+2 eff.)) Silence immunity: +0% (-20%) Mana each turn: +0.00 (-0.10) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 17 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
| Around waist | [vs. blurring hardened leather belt of the giants (Around waist)]blurring hardened leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) (-) Defense: +10 (+5 eff.) (-) Stealth bonus: +7 (-) Spell save: +7 (+4 eff.) (-) Size category: +1 (-) A belt that goes around your waist. |
| In main hand | [vs. dwarven-steel greatmaul of projection (44-65 power, 2 apr) (In main hand)]dwarven-steel greatmaul of projection (44-65 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.5 - 65.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +1.5% (-) Attack speed: 100% (-) On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Massive two-handed mauls. |
| On hands | [vs. rough leather gloves of strength (+3) (0 def, 1 armour) (On hands)]rough leather gloves of strength (+3) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +1 (-) Changes stats: +3(-) Str Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. Mayada (9 def, 7 armour) (Main armor)]Mayada (9 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-) Defense: +9 (+5 eff.) (-) Ranged Defense: +6 (+3 eff.) (-) Fatigue: +20% (-) Changes stats: +1(-) Con Changes resistances: +16%(-) cold / +1%(-) physical Physical save: +3 (+1 eff.) (-) Maximum stamina: +20.00 (-) A suit of armour made of metal plates. |
| Cloak | [vs. linen cloak of the Shaloren (1 def, 0 armour) (Cloak)]linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +2(-) Wil / +1(-) Mag A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. warrior&LASTwarrior& Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Str Changes resistances: +5%(-) physical Stamina each turn: +0.20 (-) Amulets can have magical properties. |
Inventory
[vs. Infusion: Healing [healing infusion (heal 50)] (on body)]healing infusion of the sneak (heal 82; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14(-) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 82(+32) then cleanse 1 wound, poison and disease effect. Its effects scale with your +Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (speed 419%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 419% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Regeneration (on body)]regeneration infusion of the duelist (heal 87; 13 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15(+3) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 87(+27) life over 5(-) turns. Its effects scale with your +Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. warrior&LASTChargesage the steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 20 lightning Changes stats: +0(-2) Str Changes resistances: +19% lightning / +0%(-5%) physical Changes resistances penetration: +5% lightning / +25% mind Changes damage: +6% lightning Stun/Freeze immunity: +22% Stamina each turn: +0.00 (-0.20) Amulets can have magical properties. |
[vs. warrior&LASTTempestkiss the steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +4 Changes stats: +0(-2) Str / +4 Dex Changes resistances: +1%(-4%) physical Changes resistances penetration: +15% lightning Stamina each turn: +0.40 (+0.20) Maximum life: +40.00 Amulets can have magical properties. |
[vs. warrior&LASTstarlit steel amulet of dexterity (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-2) Str / +4 Dex Changes resistances: +0%(-5%) physical / +11% light / +16% darkness Blindness immunity: +22% Stamina each turn: +0.00 (-0.20) Amulets can have magical properties. |
[vs. savior&LASTconjurer& Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Mag Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Silence immunity: +0% (-20%) Stun/Freeze immunity: +26% Life regen: +0.80 Mana each turn: +0.00 (-0.10) Spellpower: +6 (+6 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior&LASTgladiator& Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +24% light Changes damage: +12% light Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Silence immunity: +0% (-20%) Mana each turn: +0.00 (-0.10) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior&LASTpsionicist& Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +8 (+4 eff.) (+2 (+1 eff.)) Silence immunity: +0% (-20%) Mana each turn: +0.00 (-0.10) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior&LASTThis item will automatically be transmogrified when you leave the level. steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Silence immunity: +0% (-20%) Mana each turn: +0.00 (-0.10) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. savior&LASTsteel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Defense: +9 (+4 eff.) Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Silence immunity: +0% (-20%) Mana each turn: +0.00 (-0.10) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 104% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior&LASTtreant& Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +8% blight / +7% nature / +20% acid Changes damage: +10% acid Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Poison immunity: +12% Disease immunity: +10% Silence immunity: +0% (-20%) Mana each turn: +0.00 (-0.10) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savior&LASTwarrior& Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Physical save: +0 (+0 eff.) (-7 (-2 eff.)) Spell save: +0 (+0 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Silence immunity: +0% (-20%) Disarm immunity: +22% Pinning immunity: +30% Knockback immunity: +20% Mana each turn: +0.00 (-0.10) Maximum life: +24.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. dwarven-steel greatmaul of projection (44-65 power, 2 apr) (In main hand)]Stormfront (20-30 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0(-23.5 - -35.3) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +5.0% (+3.5%) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: + inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
[vs. dwarven-steel greatmaul of projection (44-65 power, 2 apr) (In main hand)]Umbral Razor (25-32 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(-18.5 - -32.8) Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +10 (+8) Crit. chance: +9.0% (+7.5%) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 37.93 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
[vs. dwarven-steel greatmaul of projection (44-65 power, 2 apr) (In main hand)]Bill& Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0(-13.5 - -14.3) Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 (+5) Crit. chance: +1.5% (-) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target&ANTIQUE_WHITE |
[vs. dwarven-steel greatmaul of projection (44-65 power, 2 apr) (In main hand)]Spectral Blade (24-38 power, 25 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4(-19.5 - -26.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 (+23) Crit. chance: +3.0% (+1.5%) Attack speed: 111% (+11%) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +10 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+5 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
[vs. dwarven-steel greatmaul of projection (44-65 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Elyrethra the Serpentsorrow (15-18 power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-28.5 - -47.3) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (+1) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes resistances: +3% lightning / +12% cold Changes resistances penetration: +15% nature Changes damage: +15% physical Talent granted: +1 Command Staff Teleport immunity: +20% Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +60.00 Spellpower: +13 (+12 eff.) Spell crit. chance: +2% It can be used to conjure elemental energy in a radius 4 cone, dealing 17.90 to 21.48 physical damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. dwarven-steel greatmaul of projection (44-65 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. potent ash magestaff of illumination (18-22 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6(-25.5 - -43.7) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (+1) Crit. chance: +3.0% (+1.5%) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Defense: +5 (+2 eff.) Changes damage: +18% arcane Talent granted: +1 Command Staff Spellpower: +8 (+8 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 48.07 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. linen cloak of the Shaloren (1 def, 0 armour) (Cloak)]resilient linen cloak of battle (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+0 eff.) Defense: +1 (+1 eff.) (-) Fatigue: -2% Changes stats: +0(-2) Wil / +0(-1) Mag Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. traveler&LASTminer& Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (+1) Fatigue: +1% (+3%) Maximum encumbrance: +0 (-23) Physical save: +0 (+0 eff.) (-5 (-1 eff.)) Stamina each turn: +0.00 (-0.50) Maximum stamina: +0.00 (-13.00) Infravision radius: +1 A pair of boots made of leather. |
[vs. traveler&LASTThis item will automatically be transmogrified when you leave the level. pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-1) Fatigue: +2% (+4%) Maximum encumbrance: +0 (-23) Physical save: +0 (+0 eff.) (-5 (-1 eff.)) Stamina each turn: +0.00 (-0.50) Maximum stamina: +0.00 (-13.00) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
[vs. traveler&LASTThis item will automatically be transmogrified when you leave the level. pair of rough leather boots of speed (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-3) Fatigue: +0% (+2%) Maximum encumbrance: +0 (-23) Physical save: +0 (+0 eff.) (-5 (-1 eff.)) Stamina each turn: +0.00 (-0.50) Maximum stamina: +0.00 (-13.00) Movement speed: +25% A pair of boots made of leather. |
[vs. traveler&LASTtraveler& Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-1) Fatigue: -3% (-1%) Maximum encumbrance: +20 (-3) Physical save: +5 (+1 eff.) (-) Stamina each turn: +0.00 (-0.50) Maximum stamina: +0.00 (-13.00) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
[vs. rough leather gloves of strength (+3) (0 def, 1 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Gloralessra the hardened leather gloves (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +2 (+1) Damage (Melee): 8 fire Changes stats: +0(-3) Str Changes resistances: +7% fire Changes resistances penetration: +25% physical Changes damage: +5% fire Spell save: +6 (+3 eff.) Maximum vim: +40.00 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. rough leather gloves of strength (+3) (0 def, 1 armour) (On hands)]Gunolen (3 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +1 (-) Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +0(-3) Str / +2 Dex Cut immunity: +20% Silence immunity: +5% Knockback immunity: +15% Psi when hit: +0.04 Maximum hate: +6.00 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. rough leather gloves of strength (+3) (0 def, 1 armour) (On hands)]This item will automatically be transmogrified when you leave the level. corrosive hardened leather gloves (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +2 (+1) Damage (Melee): 6 acid Changes stats: +0(-3) Str Changes resistances: +6% acid Changes damage: +4% acid Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. rough leather gloves of strength (+3) (0 def, 1 armour) (On hands)]iron gauntlets of strength (+2) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) (+1 (+0 eff.)) Armour: +1 (-) Changes stats: +2(-1) Str Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. rough leather gloves of strength (+3) (0 def, 1 armour) (On hands)]small tauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +2 (+1) Changes stats: +0(-3) Str Talent granted: +1 Block Learn an unarmed attack talent or enable &039; to see combat stats. A turtle shell fit with a simple strap. It covers the entire forearm. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-6) Fatigue: +0% (-8%) Changes stats: +0(-5) Str / +0(-4) Wil / +0(-5) Con Changes resistances: +10% light / +10% lightning Changes damage: +10% lightning / +0%(-10%) physical / +10% light Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 28.37 to 85.12 lightning damage (56.75 average). The damage will increase with your Mindpower. This hat& |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]insulating rough leather cap of strength (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-5) Fatigue: +1% (-7%) Changes stats: +2(-3) Str / +0(-4) Wil / +0(-5) Con Changes resistances: +6% cold / +6% fire Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) A cap made of leather. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]This item will automatically be transmogrified when you leave the level. shielding linen wizard hat of balance (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-6) Defense: +1 (+0 eff.) Fatigue: +0% (-8%) Changes stats: +0(-5) Str / +3 Mag / +0(-4) Wil / +0(-5) Con Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Spell save: +5 (+2 eff.) (-7 (-4 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Equilibrium when hit: +0.80 Psi when hit: +0.90 Hate when hit: +0.70 A pointy cloth hat, very wizardly... |
[vs. Mayada (9 def, 7 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cleansing cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-3) Defense: +6 (+3 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +7% (-13%) Changes stats: +0(-1) Con Changes resistances: +11% blight / +0%(-1%) physical / +10% nature / +0%(-16%) cold Physical save: +0 (+0 eff.) (-3 (-1 eff.)) Maximum stamina: +0.00 (-20.00) A suit of armour made of leather. |
[vs. Mayada (9 def, 7 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cured leather armour of Eyal (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-3) Defense: +6 (+3 eff.) (-3 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +7% (-13%) Changes stats: +0(-1) Con Changes resistances: +0%(-16%) cold / +0%(-1%) physical Physical save: +0 (+0 eff.) (-3 (-1 eff.)) Life regen: +4.00 Maximum life: +24.00 Maximum stamina: +0.00 (-20.00) Healing mod.: +12% A suit of armour made of leather. |
[vs. Mayada (9 def, 7 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour of clarity (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 (-1) Defense: +9 (+5 eff.) (-) Ranged Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +8% (-12%) Changes stats: +0(-1) Con Changes resistances: +0%(-1%) physical / +11% light / +0%(-16%) cold / +5% mind / +10% darkness Physical save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +12 (+4 eff.) Maximum stamina: +0.00 (-20.00) A suit of armour made of leather. |
tundral quiver of ash arrows of accuracy (19/19, 22-32 power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.5 - 31.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +15 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 Damage (Ranged): +12 cold Damage (radius 2) on crit: +8 cold Arrows are used with bows to pierce your foes to death. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. Imp Claw (Tool)]iron pickaxe of endurance (dig speed 37 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Light radius: +0 (-1) See stealth: +0 (-10) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Imp Claw (Tool)]miner& Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Light radius: +0 (-1) Infravision radius: +1 See stealth: +0 (-10) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
[vs. Imp Claw (Tool)]ash totem of thorny skin &039; [power 25] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes resistances: +5% arcane Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Light radius: +0 (-1) See stealth: +0 (-10) Damage Shield penetration: +20% It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dopey the Dwarf Hedgeknight level 9
1st Profit 122nd year of Ascendancy at 18:47 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Dopey the Dwarf Hedgeknight level 15
21st Loss 122nd year of Ascendancy at 04:00 see stats
Level 10
Got a character to level 10.By Dopey the Dwarf Hedgeknight level 10
5th Wealth 122nd year of Ascendancy at 12:28 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Dopey the Dwarf Hedgeknight level 9
45th Profit 122nd year of Ascendancy at 05:24 see stats
The Arena
Unlocked Arena mode.By Dopey the Dwarf Hedgeknight level 9
7th Profit 122nd year of Ascendancy at 09:25 see stats
The secret city
Discovered the truth about mages.By Dopey the Dwarf Hedgeknight level 11
8th Wealth 122nd year of Ascendancy at 14:12 see stats
Log
Lisemina the ghoul&fbd578LASTGREYLASTLAST{bold}039;s spell attains critical power!
Hymn of Detection hits Bushy guardian for 39 darkness damage.
Hymn of Detection hits Dopey for 50 darkness damage.
Dopey uses Infusion: Healing.
Dopey receives 68 healing from Infusion: Healing.
Dopey uses Nature&
Dopey uses Nature&
Dopey receives 258 healing.
Lisemina the ghoul casts Searing Light.
Lisemina the ghoul&
Bushy guardian hits Lisemina the ghoul for 48 physical damage.
Lisemina the ghoul hits Dopey for 183 light damage.
Melee retaliation hits Bushy guardian for 13 darkness damage.
Thorn Body hits Lisemina the ghoul for 37 physical damage.
Lisemina the ghoul&YELLOWLASTLAST039;s light area effect hits Dopey for 92 light damage.
Lisemina the ghoul&GREYLASTLAST039;s defensive darkness area effect hits Dopey for 16 darkness damage.
Hymn of Detection hits Bushy guardian for 21 darkness damage.
Hymn of Detection hits Dopey for 27 darkness damage.
Dopey uses Infusion: Regeneration.
Dopey starts regenerating health quickly.
Lisemina the ghoul bites poison into Dopey.
Dopey is poisoned!
Bushy guardian hits Lisemina the ghoul for 46 physical damage.
Lisemina the ghoul hits Dopey for 3 nature damage.
Melee retaliation hits Bushy guardian for 13 darkness damage.














































































